Substance Use

New entry in the Digiplay Games Research Bibliography:

Allen, M. L.; Elliott, M. N.; Morales, L. S.; Diamant, A. L.; Hambarsoomian, K.; Schuster, M. A. (2007)
American Journal of Public Health

Image of booksObjectives. We investigated preventive health behaviors (bicycle helmet, seat belt, and sunscreen use), physical activity, television viewing or video game playing, and nutrition (fruit, vegetable, milk, and soda consumption) among Asian and Latino adolescents living in the United States; assessed trends across generations (first-, second-, and third-generation immigrants or later); and compared each generation with White adolescents. Methods. We used data from 5801 adolescents aged 12 to 17 years in the representative 2001 California Health Interview Survey. Results. In multivariate analysis, first-generation Asians measured worse than Whites for preventive health behaviors (lower participation), physical activity (less activity), and television viewing or video game playing (more hours), but improved across generations. For these same behaviors, Latinos were similar to or worse than Whites, and generally showed no improvement across generations. First-generation Asians and Latinos had healthier diets than. Whites (higher fruit and vegetable consumption, lower soda consumption). With succeeding generations, Asians' fruit, vegetable, and soda consumption remained stable, but Latinos' fruit and vegetable consumption decreased and their soda consumption increased, so that by the third generation Latinos' nutrition was poorer than Whites'. Conclusions. For the health behaviors we examined, Asian adolescents' health behaviors either improved with each generation or remained better than that of Whites. Latino adolescents demonstrated generally worse preventive health behaviors than did Whites and, in the case of nutrition, a worsening across generations. Targeted interventions may be needed to address behavioral disparities. Read more...

New entry in the Digiplay Games Research Bibliography:

Wood, R. T. A.; Gupta, R.; Derevensky, J. L.; Griffiths, M. (2004)
Journal of Child & Adolescent Substance Abuse

Image of booksVideo games and gambling often contain very similar elements with both providing intermittent rewards and elements of randomness. Furthermore, at a psychological and behavioral level, slot machine gambling, video lottery terminal (VLT) gambling and video game playing share many of the same features. Despite the similarities between video game playing and gambling there have been very few studies that have specifically examined video game playing in relation to gambling behavior. This Study inquired about the nature of adolescent video game playing, gambling activities, and associated factors. A questionnaire was completed by 996 (549 females, 441 males, 6 unspecified) participants from grades 7-11, who ranged in age from 10- 17 years. Overall, the results of the study found a clear relationship between video game playing and gambling in adolescents, with problem gamblers being significantly more likely than non-problem gamblers or non-gamblers to spend excessive amounts of time playing video games. Problem gamblers were also significantly more likely than non-problem gamblers or non-gamblers to rate themselves as very good or excellent video game players. Furthermore, problem gamblers were more likely to report that they found video games, similar to electronic machine gambling, to promote dissociation and to be arousing and/or relaxing. Read more...

New entry in the Digiplay Games Research Bibliography:

Brady, S S; Matthews, K A (2006)
Archives of Pediatrics & Adolescent Medicine

Image of booksObjective: To test the effects of media violence exposure on blood pressure, negative affect, hostile social information processing, uncooperative behavior, and attitudes toward health risk behaviors among young men varying in lifetime violence exposure within the home and community. Design: Experimental laboratory study. Setting: University campus situated within an urban environment. Participants: One hundred male undergraduates aged 18 to 21 years. Intervention: Men who had previously reported differing amounts of lifetime home and community violence were randomly assigned to play The Simpsons: Hit and Run (low-violence condition) or Grand Theft Auto III (high-violence condition). Main Outcome Measures: Systolic and diastolic blood pressure; negative affect; hostile social information processing; uncooperative behavior; and permissive attitudes toward violence, alcohol use, marijuana use, and sexual activity without condom use. Results: Men randomly assigned to play Grand Theft Auto III exhibited greater increases in diastolic blood pressure from a baseline rest period to game play, greater negative affect, more permissive attitudes toward using alcohol and marijuana, and more uncooperative behavior in comparison with men randomly assigned to play The Simpsons. Only among participants with greater exposure to home and community violence, play of Grand Theft Auto III led to elevated systolic blood pressure in comparison with play of The Simpsons (mean, 13 vs 5 mm Hg). Conclusions: Media violence exposure may play a role in the development of negative attitudes and behaviors related to health. Although youth growing up in violent homes and communities may become more physiologically aroused by media violence exposure, all youth appear to be at risk for potentially negative outcomes. Read more...

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